Matrix4d.setPerspectiveOffCenter

Set this matrix to be an asymmetric off-center perspective projection frustum transformation for a right-handed coordinate system using the given NDC z range. <p> The given angles <code>offAngleX</code> and <code>offAngleY</code> are the horizontal and vertical angles between the line of sight and the line given by the center of the near and far frustum planes. So, when <code>offAngleY</code> is just <code>fovy/2</code> then the projection frustum is rotated towards +Y and the bottom frustum plane is parallel to the XZ-plane. <p> In order to apply the perspective projection transformation to an existing transformation, use {@link #perspectiveOffCenter(double, double, double, double, double, double) perspectiveOffCenter()}.

@see #perspectiveOffCenter(double, double, double, double, double, double)

@param fovy the vertical field of view in radians (must be greater than zero and less than {@link Math#PI PI}) @param offAngleX the horizontal angle between the line of sight and the line crossing the center of the near and far frustum planes @param offAngleY the vertical angle between the line of sight and the line crossing the center of the near and far frustum planes @param aspect the aspect ratio (i.e. width / height; must be greater than zero) @param zNear near clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the near clipping plane will be at positive infinity. In that case, <code>zFar</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zFar far clipping plane distance. This value must be greater than zero. If the special value {@link Double#POSITIVE_INFINITY} is used, the far clipping plane will be at positive infinity. In that case, <code>zNear</code> may not also be {@link Double#POSITIVE_INFINITY}. @param zZeroToOne whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code> or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code> @return this

  1. Matrix4d setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar)
  2. Matrix4d setPerspectiveOffCenter(double fovy, double offAngleX, double offAngleY, double aspect, double zNear, double zFar, bool zZeroToOne)
    struct Matrix4d
    ref return
    setPerspectiveOffCenter
    (
    double fovy
    ,
    double offAngleX
    ,
    double offAngleY
    ,
    double aspect
    ,
    double zNear
    ,
    double zFar
    ,)

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